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Messages - hedgefield

#341
Great looking game, love it! Puzzles are right up my alley.

I'm just having trouble with the last one:
Spoiler
Ive opened the windows, revived the plant and fixed the bed, now i just need the soup. Ive called the coupon guys and they said i need money. I made the magnetic stick, and i guess i use that to aquire money, but wherefrom?
[close]
#342
General Discussion / Re: iphone
Wed 10/01/2007 20:18:47
Quote from: [lgm] on Wed 10/01/2007 17:40:48
Also, I find this interesting:

QuoteThis device has not been authorized as required by the rules of the Federal Communications Commission. This device is not, and may not be, offered for sale or lease, or sold or leased, until authorization is obtained.
That's because if they submitted it to the FCC already, it would have announced it for them, and they wanted to announce it themselves with all that snazzy showbizz. Or something. I don't know the details but that's what I heard. Jobs did say it was prerelease though. Some of those widgets were even just jpg placeholders.

And you're right, it may not be practical on all fronts, but you gotta remember it's something totally new. It's a new incarnation of the PDA, Jobs said they have patented hundreds of technologies in there, so it's not gonna be perfect right away. Sure I don't really need half of that stuff, but it sure is exciting. And it's all in one device.
#343
General Discussion / Re: iphone
Wed 10/01/2007 12:43:51
All I can say is: Hell yeah!

I'm not a Mac guy at all -yet-(don't even have an iPod :-[), but I gotta tell ya, I'm looking at the keynote now, and I definitely want one of those. It is phenomenal. Revolutionary. I thought that fake promo video looked great, but the real thing just blows it out of the water.
#344
That is correct. PHP is mainly server-side, though it could be used from a command line interface, but that's not really practical.
#345
Critics' Lounge / Re: My first character
Mon 01/01/2007 18:31:07
I like the sprite, it's a pretty good design actually. You're going the right way. Here's a paintover:


-Colored the outline
-Made him more 'animation-friendly' and symmetrical
-Changed the shoes
-Fixed his hands

Look forward to seeing this game.
#346
General Discussion / Re: Happy New Year!
Mon 01/01/2007 17:30:42
Happy new year guys and gals!
#347
There are indeed some bad ones in there. I managed to eliminate almost all of them(at least all of those hideous static bursts). There's a few small pops in the last bit, it's hard to cut those out since the music is louder there.

Here's the result.

I suggest you use Audacity as audio editing software. It's free, it's much cleaner and easier to understand than Goldwave, and very powerful.
#348
I agree on the road, i think making it wider is the better option if you compare it to the rest of the enviroment. And if you're going for depth of field, the focal distance needs to be a lot further. At least behind the sign.

Contrary to the name, the Trace Bitmap option in Flash does actually handle any image you import. Or if you have Photoshop, what you could try is using the Artistic>Cutout filter. That'll kinda simulate vector art. Depends on the type of image really.
#349
Wow, I totally almost missed out on this one. Maybe I should come by more often again.

Anyway, some snippets from TMC:


Updated walkcycle, semi-final (needs some small tweaks)


Updated Jen sprite


And finally a teaser for another project, which I will start working on after TMC is done.

#350
This is a good initiative, good luck with it. :)

As for me...
Predator Productions
Amateur company founded late 2003 by Tim 'largopredator' Hengeveld as a central hub for multimedia releases in the categories comics, video, and games made with AGS.

Releases:
Sheet: The art of Art beta
The Majestic Conspiracy 1 demo 1

Games in Production:
The Majestic Conspiracy 1
Coyote (working title)


http://dinerdate.net/pp/

http://majestic-conspiracy.tk
#351
Quote from: SergioCornaga on Thu 09/11/2006 04:55:56
In Memoriam/Missing added a lot of things previously unknown to the genre (if you can call it an adventure game)

I absolutely loved the concept. In Memoriam is a pretty recent game that uses internet and email to immerse you into the story. The game's disc is supposed to be a copy of a disc full of riddles that a serial killer handed to the police. When you solve all puzzles, you'll know where the killer keeps his two hostages. To solve the puzzles you'll have to search on the internet. They made a lot of special sites that have info for the puzzles hidden somewhere within it. You also get emails from NPC's with hints and such. Faxes and phonecalls are also possible I believe. It really requires a lot of thinking, and some puzzles can be quite hard and eventually repetitive, but the mood is very appealing.
#352
For once I actually used the unlock-game-right-after-trail option, and I must say it works great. I played the demo, loved it, and immediately ordered it from the launcher. Game was activated right away and I could continue playing.

They really did a good job on keeping it true to the franchise. The responses just crack me up sometimes. Controls work well and it just plays excellent. Only missing feature is a dialog skip button. Hardly missed it here though, much more so in Broken Sword AoD.

Also, recognition for my homeland!:
-Sam: My buddy here would like a tattoo
-Max: I want one of the Netherlands on my Netherlands.
#353
General Discussion / Re: Disapointment !!!
Sun 29/10/2006 11:34:57
I've only played the demo, but since watching the movie I don't feel the need to play the full game anymore. It's the whole story packed into half the time it (apparently?) takes to complete the game, but no getting stuck or dealing with (annoying?) puzzles. It's perfect.

I remember there being a topic about this before, but here's the link again for those interested.
#354
General Discussion / Re: Family Guy Videogame
Fri 27/10/2006 09:04:04
I love the graphical style, they really nailed the look of the cartoon even though it's 3D. Sometimes you can hardly tell the difference. The cutscenes are a treat, it's just like watching an episode. Ingame it's a little more obvious, mostly due to the lack of antialiasing.

The gameplay is fun, but kinda get's old after a while. As Stewie, it's platform action with some shooting elements, Brian sneaks around everywhere and Peter bashes everyone's brains in in true Final Fight style. They really captured the feel of the show and threw in a few classic quotes here and there. If you're a fan, you're gonna love this.
#355
Critics' Lounge / Re: C+C on space captain pic
Wed 13/09/2006 18:03:41
I'd say tilt the back of the ship a bit down and to the left. You're seeing it from the right, but the rockface from the left. Also, the bottom of the canyon is a bit too sharp, it actually looks like a miniature city, all bright lights and such. Overall though I like it very much.


P.S.
Collage. Colleague = coworker :)
#356
It's well worth the playthrough, even though it ends abruptly.

Especially when
Spoiler
I was checking drawers, and I heard a creak. I stopped moving and wondered if it was a drawer, or the door behind me. After a second or two I decided it was probably the door, turned around, and saw it was open, even though I kinda barricaded it. Then out of the shadow between me and the door jumps one of those demons, straight at me. Scared the shit out of me.
[close]

They're still expanding it, more enemies, weapons, levels. Also highly moddable. Almost makes me wanna learn 3D modelling.
#357
I played it for a bit, but the technical faults caused me to stop. Whenever I pressed a movement key, the pc would make a "doink" sound, like when your PC is locked up and the keys don't respond anymore when you press them. Also, anytime I wanted to save or change an option and I pressed Esc the screen would go white and the game locked up. Together with the so-so gameplay I never continued it. The mood looked great though, and maybe if those things were fixed I might have a look again.
#358
Because you can go back to the hotspot after you lose the item, I don't think you can avoid coding on this one. I would say using a global integer would do the trick.

Open up the Global Script and find the section:
Code: ags
#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
  // called when the game starts, before the first room is loaded

 
And add this below it:
Code: ags
SetGlobalInt (0, 0);  //if you already have global ints just change the first variable to an unused number.


Now under 'interact with hotspot' change "add inv item" to 'run script'. Click 'edit script' and add:
Code: ags

If (GetGlobalInt(0) == 1) {  //Player already used the hotspot
  Display("I don't need another one of those.");
}
If (GetGlobalInt(0) == 0) {  //Player hasn't used the hotspot yet
 cEgo.AddInventory(iKey);  //Change iKey to the script name of the inventory item you want to the player to receive here.
 SetGlobalInt(0, 1);
}


Now when you use the hotspot it will give the player an item, and the next time display a message saying you already got that item.
#359
I'll have to try the resampling thing sometime, but what I usually do with sprites is set the colour palette to Indexed Color instead of the standard RGB. Then you can resize without any quality loss, as long as you make sure to either double the size (in %) when scaling up, and half the size (in %) when scaling down, otherwise the aspect ratio messes up and you get a distorted image(this is also why it blurs in RGB).
#360
Ah that would explain it. I had a space door or some such in mind when you described region-specific doors. My bad. I usually use player walks onto region and player leaves region. I thought keeping it centered in one interaction would make it easier, but I didn't know it loops then. Learn something new every day.
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